Latest Meta Stats
Statistics from the official in-game HoK Camp (as of 2026-08-14).
Arcana Build That Fits
Saint holds the highest Magical Attack in red at +5.3; Nightmare trades some of that for early penetration.
This is a role-wide recommendation, not one tuned for this hero specifically.
See every build on the Arcana page →First Skill to Level Up
Source: the official in-game HoK Camp (fetched 2026-08-14). What to level after this depends on the matchup.
Counters & Synergies
Countered-by and synergy picks are this site's own reading, based on each hero's kit. What the official app publishes is how often heroes are picked together (see "Frequently Paired With" below); it does not publish any rating of how well they match up.
Frequently Paired With
The figures are the "match rate" published by the official in-game HoK Camp: how often these heroes ended up on the same team (fetched 2026-08-14). It is not a win rate, so a higher number does not mean a stronger pairing.
Popular Item Builds
The order matches the in-game display. The win rate covers matches played with that build, so player skill is mixed in. Taken on 2026-08-25.
Skills

Passive Skill: Eternal
While the projectile is outside him, the activated projectile deals 59 (59 + 12% magical attack) magical damage to the unit with the lowest Health within range every 0.75s for 4s.
While the projectile is inside him, the activated projectile deals damage to all units within range at double the frequency, and he recovers 25 (25 + 0.4% extra Health) Health (halved for non-hero units).
| Details | Lv.1 | Lv.15 |
|---|---|---|
Damage Trigger | 60 | 120 |
Recovery Trigger | 25 | 50 |

Skill 1: Here's What I Think
The projectile is recalled to Lorion when too far away.
| Details | Lv.1 | Lv.2 | Lv.3 | Lv.4 | Lv.5 | Lv.6 |
|---|---|---|---|---|---|---|
Magic Damage | 220 | 264 | 308 | 352 | 396 | 440 |
Pull Damage | 250 | 300 | 350 | 400 | 450 | 500 |
Explosion Damage | 150 | 180 | 210 | 240 | 270 | 300 |
Movement Speed Reduction | 20% | 24% | 28% | 32% | 36% | 40% |
Stack Interval | 7.5 | 7.2 | 6.9 | 6.6 | 6.3 | 6 |

Skill 2: Abyssal Pact
When the projectile is inside him, 30% of the cooldown is refunded.
| Details | Lv.1 | Lv.2 | Lv.3 | Lv.4 | Lv.5 | Lv.6 |
|---|---|---|---|---|---|---|
Base Damage | 150 | 180 | 210 | 240 | 270 | 300 |
Movement Speed Bonus | 20% | 24% | 28% | 32% | 36% | 40% |
Cooldown | 18 | 17.4 | 16.8 | 16.2 | 15.6 | 15 |

Skill 3: Darkness Falls
When the projectile is inside him, 30% of the cooldown is refunded.
| Details | Lv.1 | Lv.2 | Lv.3 | Lv.4 | Lv.5 | Lv.6 |
|---|---|---|---|---|---|---|
Base Damage | 150 | 180 | 210 | 240 | 270 | 300 |
Cooldown | 18 | 17.4 | 16.8 | 16.2 | 15.6 | 15 |

Skill 4: Starry Night
When using his Ultimate, he immediately gains 1 Skill 1 charge.
If the Ultimate does not hit a hero, 50% of its cooldown is refunded.
| Details | Lv.1 | Lv.2 | Lv.3 |
|---|---|---|---|
Magic Damage | 600 | 900 | 1200 |
Cooldown | 60 | 54 | 48 |
Strategy Guide
A mage defined by where his projectile is: outside him it's a placed turret, inside him it fuels his own casts. One orb, two identities — and his wide launch ultimate opens teamfights.
Best for: Players who enjoy a game of 'where does my one resource live right now' hiding inside a clean-looking kit.
The first cast drops the projectile at their feet or across the escape route. With it already outside him, the second cast damages every unit between its start and end points and leaves a 1.5s slow. Skill 4 detonates after a 2s delay. Book it to land with an ally's crowd control, not after it. Using it returns 1 Skill 1 charge, and a blast that hits no hero refunds 50% of its cooldown.
Outside him, the activated projectile only strikes the lowest-Health unit in range. In a scrum that aim goes nowhere useful. Recall it with Skill 2 and it covers every unit in range at double the attack frequency. Each trigger returns 25 Health at Level 1, halved against non-hero units.
Skill 3 flies Lorion to a projectile that sits outside him. Send it toward the way out, not toward the fight. The flight carries crowd control immunity and 25% damage reduction, and that reduction lingers 2s after he lands. Recall with Skill 2 on arrival and carry the 2s Movement Speed bonus out with him. Stray too far and the projectile returns automatically, so park it just past the escape route.
These combos are not official data. They are this site's own write-up, built only from the skill data transcribed from the in-game display; nothing that the skill text does not state is included.
- •The orb swaps whole playstyles inside versus outside his body, covering any range
- •Planted detonation knock-ups own every chokepoint on the map
- •Damage-reduced, super-armor flight is elite escape for a mage
- •The outside orb hunts the lowest-HP enemy, projecting free closing pressure
- •Everything hinges on orb placement — one bad spot stalls the entire kit
- •The 2-second detonation delay gives mobile enemies time to dodge
- •Spending the flight offensively leaves him with no way out afterward
- •Straying too far force-recalls the orb and erases its zone threat
In mid lane, clear waves with the orb held inside your body. Activated there, it strikes everything around you at double frequency and even heals you, which makes Lorion shockingly durable in lane scraps. When you want to harass, send the orb out with Skill 1 — and the moment it connects, don't leave it lying there. Recall it with Skill 2 and collect the 20% move speed. Repeat that send-and-recall rhythm patiently until Level 4 and you'll walk into the 4-minute Tyrant contest with a visible HP lead over your lane opponent.
From about eight minutes, once cooldown boots and a magic-pierce staff are complete, orb placement starts deciding fights. In the standoffs before Tyrant, your job is shipping the orb into enemy escape routes and narrow corridors with Skill 1, booking the Ultimate's detonation in advance. After a 2-second charge it erupts for heavy damage and a 1.25-second knock-up, so enemies simply cannot stand in that zone. Time the blast with your team's engage — detonating early is just an expensive scare. And since the activated orb auto-targets the lowest-HP enemy in range, parking it near someone chipped forces a recall all by itself.
Your late-game role is zone control from the backline. With your magic attack fully built, a rank-3 Skill 4 detonation lands 1,200 base damage — enough to take a huge bite out of anything squishy. The discipline that matters here: never spend Skill 3 offensively. Flying to your orb carries 25% damage reduction and crowd control immunity, and the reduction lingers for 2 seconds after you land. In practice that flight is your last lifeline. When the enemy assassin is missing from vision, pre-place the orb toward your escape side before stepping up; if they jump you, you fly straight out of their reach. Let the orb project the threat while your body stays safe. That's the iron rule of late-game Lorion.
Teamfight prep starts 30 seconds before the fight. At Overlord or Shadow Tyrant, set the orb at the pit entrance, then rake Skill 1's start-to-end line damage and slow through their formation. The moment they clump, detonate for the knock-up and let your team's follow-up turn it into a numbers win. If the brawl swallows you, recalling the orb into your body with Skill 2 is a real option — the double-frequency damage around you plus the self-healing makes you far harder to kill than you look. Lorion's teamfight is one continuous choice: which do you show the enemy, the orb or yourself?
Other Mid Lane Heroes
Stats: official HoK Camp, as of 2026-08-14
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